As usual when you actually start using a game system, little things crop
up during play. Sometimes it was more a question of personal preference, in
other cases the rules were not clear or avoided the subject altogether.
In this page I'd like to share any modification or clarification I added
to the standard rules. In some cases I had the pleasure to discuss my ideas
with the game designers. I'm not claiming any specific "officialdom" status
for what follows, but I'd like to thank the people at DP9 for their support,
and I try to always declare which changes are my own and which are to be
taken as clarification of existing rules.
Example: Jill is playing an Archeologist without any combat experience(Dodge 0). She is forced, during an adventure, to boost her character's low Dodge roll using Daring Dice in three separate occasions. At the end of the adventure, noting the three marks near the Dodge skill, she can get Dodge 1 without spending extra XPs. |
A number of dice equal to the number of meters fallen (maximum of 10 dice) are rolled and the result multiplied by the number of meters fallen (up to a maximum of x30). |
Damage result: | 5 | 10 | 15 | 20 | 25 | 30 | 35 | 40 | 45 |
Chance: | 0.08% | 1.16% | 5.02% | 13.50% | 28.47% | 38.58% | 11.57% | 1.54% | 0.08% |
Example: Jack(Tactics 2), Laura (Tactics 1) and John (no Tactics) are ambushed by a group of Nazi stormtrooper (among them, only the commanding NCO has Tactics 1). At the start of the combat their group has a collective bonus pool of 2+1=3 points they can spend as they wish. They cannot use more than 2 points for a given roll, though, and when the last point is gone, they will not be able to use them until a new combat starts. Their opponents have only a bonus point to use. In case Jack is taken out during this combat, the group will only have 1 point for their next combat. |
Example: Shang Ling, renowned martial artist, is facing an armed Nazi stormtrooper who has just mowed down an innocent family of farmers. Mad with rage, Shang decides to use all the deadly moves he has learned during his training. Shang rolls 3d+2 for a MoS of 6. By going "lethal" he converts this to 5, multiplied by his UD (8) his final result is 40, enough to cause a Deep Wound. Later, confronting a policeman in Hong Kong, Shang (AD:5, Melee 2+2) grabs his Nunchakus (AD+3) and is forced to attack the officer while trying to escape arrest. Not wanting to hurt an innocent, he uses his weapon to stun, getting an extra -1 to his attack for a final MoS of 3. Damage is 3x(5+3) for a total of 24 (to be applied on the UD track). |